// By Regina Flores Mir ( http://www.reginafloresmir.com ) // For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015 #ifdef GL_ES precision mediump float; #endif #define PI 3.14159265359 #define TWO_PI 6.28318530718 uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; // Reference to // http://thndl.com/square-shaped-shaders.html //NOTE FUNCTION ONLY WORKS FOR N < 20 //THEN IT TURNS INTO A CIRCLE float geomFun(int n, vec2 st){ // Number of sides of your shape int N = n; // Angle and radius from the current pixel float a = atan(st.x,st.y)+PI; float r = TWO_PI/float(N); // Shaping function that modulate the distance //Uncomment these to try different ones // float d = cos(floor(.5+a/r)*r-a)*length(st); // float d = cos(floor(.5+a/r)*r-a)* length( abs(st)-.3 ); // float d = cos(floor(.5+a/r)*r-a)*length( max(abs(st)-.3,0.) ); float d = cos(floor(.5+a/r)*r-a)*length( min(abs(st)-.4,0.) ); return d; } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.0); float d = 0.0; // Remap the space to -1. to 1. st = st *2.-1.; float myfun = geomFun(5, st); color = vec3(1.0-smoothstep(.4,.41, myfun)); // color = vec3(d); gl_FragColor = vec4(color,1.0); }